Discussion in 'FIFA 15 Adboards, Balls, Boots, Scoreboards, etc F' started by IcaroR10, Sep 23, 2014.
Great news mate! Could you extract the rx3 files? Thanks a lot
You can use Creation Master 15 or File Master 15 to do that. The new textures are from the bootmakers in this forum by the way.
could you please share your boots as rx3 files which ones have id range 205-255 ?
+1. Much needed
I hope the bootmakers (alex_10, Xuskan, mh25, rout, AlexDelPiero and Nabo78) are ok with me posting this, since it's all their work. All credits to them.
203 & 204 are also fresh textures. The EA placeholder textures are in everyone's game already so no point in me uploading them.
If anyone could get hold of EA's boot updates for the consoles and share them here, that would be very much appreciated.
thats what i need. thank you so much bro.
Thank you so much for your efforts!
I was looking for a long time for some of this models to be in rx3. As I can't use CM 15, it just don't run on my PC. So I can use only Revolution mode.
But why are some of this boots have only one rx3 file (only texture)? For example models 221 and 237 (wich I would like to use) have only texture.rx3 files. Where is the second one?
And one more thing. I installed 222 model via revolution mod and get this:
How could it be fixed? I really like this boots!!!
because you only need to change the textures for most of boots with ids range 203-255.
fifa file explorer 14 & file master 15 tools are very useful to fix the boots you mentioned.
export the boots which you want to edit by using file master 15 (export from data_graphic2_extra.big ) & import texture, 3d bump & reflex images via file explorer 14 & save.
put the edited boot files into data\sceneassets\shoe\ & regenerate bh files.
Did fifa world got updated with the new boots like evopower 1.2 and adizero V. Atleast we can use the textures
Thank you for feedback!
But I still have some questions:
- I've downloaded both of them.
- Let's take for example this model I had a problem with. 222 (adidas nitrocharge crazylight). I've found 222 model at export from data_graphic2_extra.big and exported it to new folder on my PC. What next?
- what texture and where to import? Should I take the texture from caio89's files uploaded higher (222_texture)?
- Don't understand at all. Is this a method to fix this boots, or is this a method to convert any boots from PNG to rx3?
no matter if the textures are 512*512 (EA default) or bigger ones. now i'll try to explain about boot id 222 texture as an example;
open the new edited shoe_222_0_texturex.rx3 via file explorer 14. i mean the new rx3 which you downloaded here. (shared by caio89)
you'll see the blocks of the file. in order export the texture (click export button), reflex & 3d bump.
now you have 3 png files.
open the original shoe_222_0_textures.rx3 file that you exported from data_graphic2_extra.big.
import the texture (click import button), select the texture png, click Apply button & it'll warn you about resize the image before apply it. confirm it.
do the same things with importing the reflex & 3d bump files.
at last, click Save & done.
its a method both of fix the boots & convert any boots from png to rx3.
some of these boots (ids range between 204-255) have problems with bigger than 512*512 textures. you can simply done with this method.
Thank you for patience and detailed description.
I did like you sad and get new 222_texture.rx3 file. I took that first file 222_.rx3 from caio89's and this new 222_textures.rx3 file and put them to sceneassets and regenerated. Now when try to look at new boots in game it crashes)))
Did I miss something? I'm in doubt about this first rx3 file (model file). Maybe it was wrong to use it?
Anyway now I will try to convert another boots from PNG to rx3. But what files should I export form file master?
For example I would like to convert this new mh25's boots.
What files should I export from file master?
Thank you very much for your explanations and patience. After few tries I've got what I want. It works!!!
glad to heard that. you're welcome bro.
Another thing you might want to look at is sometimes the boot files are done incorrectly and the bump and reflex images have exchanged places. The order of images are supposed to be: boot image-bump-reflex, but that isn't always the case. The reflex determines the colours as shown in game. I hope that helps you, I had to change a number of them in my game.
do you have correct & up to date boot models/textures & valid assignments for players in your game? (compatible w/latest revolutin mod)
if yes, could you share them with us ?
here is my ps4 update file with all boots.I can not extract them if anybody can please
share them with us!!!
thx but i cant download from this link. could you please add an alternative mirror like zippyshare & mediafire ?
i think the files could be decompress w/quickbms & finalbig tools. at least we could try it.
here they are i hope you can extract them
Thanks so much for that advice! I did realize that not having a bmp and reflex was causing the issue with shadows, but now that I have corrected the boots that have the bump and reflex files in the wrong order the boot colors are showing up as they should.
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